📄 rpgnetinterface.h
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/*///////////////////////////////////////////////////////////////////////////
UDP连接封装管理
处理等待中的连接通知
李亦
2006.6.15
/*///////////////////////////////////////////////////////////////////////////
#ifndef _RPGNETINTERFACE_H_
#define _RPGNETINTERFACE_H_
#ifndef _NETUDP_H_
#include "server/net/netGateway.h"
#endif
struct PacketReceiveEvent;
//namespace RPGServer
//{
/// @see NetConnection, GameConnection, NetObject, NetEvent
class NetInterface
{
public:
/// 在每一数据包的头一字节,记录着PacketType信息
/// 如果LSB为普通数据包时,头1字节设为奇数
/// 否则认为是OOB包,如掌握过程处理、连接初始化、服务器查询...
enum PacketTypes
{
MasterServerGameTypesRequest = 2,
MasterServerGameTypesResponse = 4,
MasterServerListRequest = 6,
MasterServerListResponse = 8,
GameMasterInfoRequest = 10,
GameMasterInfoResponse = 12,
GamePingRequest = 14,
GamePingResponse = 16,
GameInfoRequest = 18,
GameInfoResponse = 20,
GameHeartbeat = 22,
ConnectChallengeRequest = 26,
ConnectChallengeReject = 28,
ConnectChallengeResponse = 30,
ConnectRequest = 32,
ConnectReject = 34,
ConnectAccept = 36,
Disconnect = 38,
};
protected:
Vector<NetConnection *> mPendingConnections; ///< List of connections that are in the startup phase.
U32 mLastTimeoutCheckTime; ///< Last time all the active connections were checked for timeouts.
//U32 mRandomHashData[12]; ///< Data that gets hashed with connect challenge requests to prevent connection spoofing.
//bool mRandomDataInitialized; ///< Have we initialized our random number generator?
bool mAllowConnections; ///< Is this NetInterface allowing connections at this time?
enum NetInterfaceConstants
{
MaxPendingConnects = 20, ///< Maximum number of pending connections. If new connection requests come in before
ChallengeRetryCount = 4, ///< Number of times to send connect challenge requests before giving up.
ChallengeRetryTime = 2500, ///< Timeout interval in milliseconds before retrying connect challenge.
ConnectRetryCount = 4, ///< Number of times to send connect requests before giving up.
ConnectRetryTime = 2500, ///< Timeout interval in milliseconds before retrying connect request.
TimeoutCheckInterval = 1500, ///< Interval in milliseconds between checking for connection timeouts.
};
/// Initialize random data.
//void initRandomData();
/// @name Connection management
/// Most of these are pretty self-explanatory.
/// @{
void addPendingConnection(NetConnection *conn);
NetConnection *findPendingConnection(const NetAddress *address, U32 packetSequence);
void removePendingConnection(NetConnection *conn);
/// @}
public:
NetInterface();
/// Returns whether or not this NetInterface allows connections from remote hosts.
bool doesAllowConnections() { return mAllowConnections; }
/// Sets whether or not this NetInterface allows connections from remote hosts.
void setAllowsConnections(bool conn) { mAllowConnections = conn; }
/// Dispatch function for processing all network packets through this NetInterface.
virtual void processPacketReceiveEvent(PacketReceiveEvent *event);
/// Handles all packets that don't fall into the category of connection handshake or game data.
virtual void handleInfoPacket(const NetAddress *address, U8 packetType, BitStream *stream);
/// Checks all connections marked as client to server for packet sends.
void processClient();
/// Checks all connections marked as server to client for packet sends.
void processServer();
/// Begins the connection handshaking process for a connection.
void startConnection(NetConnection *conn);
/// Checks for timeouts on all valid and pending connections.
void checkTimeouts();
/// Send a disconnect packet on a connection, along with a reason.
void sendDisconnectPacket(NetConnection *conn, const char *reason){}
};
extern NetInterface* GNet;
//};//namespace RPGServer
#endif
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